Risen Broodmother - design failure
On a similar note: Risen Vigil Tactician
This has the body of a risen charr, and the attacks of a risen abomination, including their range. Those things hit well beyond their own bloody visual effects, but this guy is just hilarious. It can sit in one corner of my screen, swing, and hit someone length-ways across.
And if you thought the thrown club looked stupid and oversized on a risen abomination, this guy using it looks like a small asura throwing a cow thirty feet. It’s bigger than he is.
If you’re going to recycle every attribute of an abomination, at least give it the appropriate effects. Who ever decided on putting manual dodges in this game must not have really spoken to the people matching effects with visuals…
Hello, soloing challenging PvE content is my playstyle, so when they modified Orr champions I posted about the Broodmother like the more normal players posted about temple events issues.
I can’t find it back but there’s a post somewhere saying that it took 40mn to a zerg to kill it because it scales up. From ANET answers we can understand that this change was done to create some scaling. It seems it’s a fail because the base model is too powerful, it scales too much, and there are no reward to these events made more powerful.
About my various solo attempts, I took it myself to around 50% twice, I never managed to do better. I die a lot, but I don’t care, the worst is when it regenerates up in the middle of the fight.
It may regenerates up after a charge attack but it also can regenerate near you in the middle of the spot where you fought for the last 20mn.
It’s not as much as a bug as a design flaw in some of the core mechanisms GW2 gave to the mobs.
I noticed that they gave the main powerful broodmother attack to the risen knight too: NO ANIMATION (so zero warning), a devastating charge with CC component leaving AoE circles in its path, so even if you block or dodge it you have a chance to get massive damage and condition damage (poison for broodmother, fire for the knight) from the trail.
The supplementary difficulty with broodmother is that broodlings shield it quite efficiently against ranged attacks (unless you have piercing traits, as a thief I don’t).
That’s why I never managed to kill it.
Nobody cares because there is no reward.
Since it’s not worth the trouble, players are just ignoring these events.
If it had a bonus chest mob, we would get threads of several pages talking about it.
So in a sense, the lack of decent reward for events that hard is the main balance issue.
(edited by Ayochak.8293)
There were actually two of us for the one in ML, sometimes a few more show up for the CS drake but last time we did that I spent most of the fight just reviving stuff and running in circles. We did kill it in that case as its charges never took it far enough away, but I haven’t done it since because… well, it’s a waste of time and effort, whether it works or not.
While I agree the mechanics of it are horrendously myopic, we were killing the stupid thing, and honestly I’ve just come to expect horrible fight mechanics in this game. What really annoys me is that even though we would have got it eventually if we’d stayed and continued, with a mob that has:
-pathetic reward for effort
-huge hp pool
-very un-fun mechanics to fight, it’s basically just ‘kite the lizard of near-instant death around a rock until it dies’ or ‘try to do anything else to it and be charged over and over and over until every evade and heal is on c/d, every last bit of endurance is gone, and then die’.
there is simply no reason to ever complete the event, not with one person, not with a hundred people, it is a waste even of the energy it takes to press keys. We were basically wasting our time on this event either way, and they’ve somehow managed to make it even more of a waste than it is inherently. I can’t even really call it a bug, it’s just a combination of awful intentional things that result in something even worse.
ANet tries to make the Orr events more interesting and challenging. The result? Players who once did these events ignore them now. Of the players who want more challenge, some won’t bother because of lack of rewards, while the rest (like Ayochak) are thwarted by faulty mechanics.
I tried the broodmother in Malchor’s and had the same experience as he did. The stupid thing reset while I was kiting it around the same tiny island I’d been fighting it on for ten minutes.
I tried the one in straits of devastation on the island just SW and aftyer the 3rd death i stopped. This thing is too powerful for anyone, it could easily make lupicus look like a chiuaua. They certainly need to adjust that since these events are always active. If they revert them back as they were it would be good (no charge, only condition transfer and another deadly attack that i don’t remember).
….The stupid thing reset while I was kiting it around the same tiny island I’d been fighting it on for ten minutes.
Whoever wrote that code is the worst game designer ever. I’ve seen enemies reset while they were right next to the spot they spawned on!